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Thread: PrC Contest XVII: Mono e Mono

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    Default Re: PrC Contest XVII: Mono e Mono

    This goes with Bhu's Seed of Corruption class, which it opposes.

    ANCHORED GUARDIAN


    -Ficky Brundock prepares to deport a planar traveler he does not approve of


    "This realm is my home, so if you are ready to see hell, come on in and ring the bell." - Myrs Wooko Chaotic Neutral Anchored Guardian

    Anchored Guardians are druids who have bound themselves deeply to the Prime Material plane. While they hold no ire against those who flit about with teleportation spells, or travel the planes, it is something they have for-sworn so as to gain power as a bastion against those who would change that plane in ways the particular druid is opposed to. In order to do this, they must be familiar with both the source of such intruders, and at least a little with every sort of native-born inhabitant of the Prime Material Plane, even including artificially created ones, such as constructs. Most are still just as strongly opposed to undead as their normal brethren.

    BECOMING AN ANCHORED GUARDIAN
    Anchored guardians are druids who have bound themselves even more closely to the world they live in and their natural born place in it. While this does cause their powers to become dependent on not willingly leaving it or altering their form, they feel the trade-off to be well worth it, either for the closer ties to the realm they inhabit and sense of peace in knowing their place, or to defend it better from those they consider to be undesirable extraplanar influences.

    ENTRY REQUIREMENTS
    Class Features: Animal Empathy, Ability to Wild-Shape 1/day
    Spell-casting: Must be capable of casting divine spells of at least 2nd level.
    Spell-casting: Must be capable of casting Speak with Animals.
    Skills: Knowledge(The Planes) 4 ranks, Knowledge(Nature) 8 ranks, Knowledge (Dungeoneering) 1 rank, Knowledge (Arcana) 1 rank
    Special: Must have lived at least half the time from your birth to gaining your first class level on the prime material plane.
    Special: Must must have gained at least your last two class levels in a divine casting class (levels lost don't count) since you voluntarily (including even under non-magical coercion) left the Prime Material Plane even for for the instant involved in spells and effects with the [Teleportation] descriptor.
    Special: Must perform a 24 hour ritual, altering their connection with the world around them. This ritual requires no costly materials, but can only be performed on the prime material plane. Note that there is NO oath making or other such agreement involved here, it SIMPLY means that your bond with your surroundings alters in its nature, and becomes more easy for you to temporarily, but severely, destabilize. This destabilization occurs when you drop certain defenses granted by this class (see the class itself for more details). Broadly stated, the defenses in question are against:
    1.) Shape Changing
    2.) Leaving the Prime Material Plane, even for the instant required for [Teleportation] effects (which use the Astral, occasionally Shadow, and rarely other planes).

    Class Skills
    The Anchored Guardian's class skills (and the key ability for each skill) are Climb(Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int),Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Speak Language(---), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Casting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Animal Companion, I am at Home in My Body, I Know My Home, This is My Home, Travel My Territory|+1 level of existing divine spellcasting class`

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Going Home Sweet Home, Return Home My Friend|+1 level of existing divine spellcasting class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |You Can Stay Home|+1 level of existing divine spellcasting class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Go Home!, Should You Be Here?, What is Your Home?|+1 level of existing divine spellcasting class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |At Home in Every Room, This is Not Your Home, Venom Immunity|+1 level of existing divine spellcasting class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Walking the Rafters|+1 level of existing divine spellcasting class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Where is Your Home?|+1 level of existing divine spellcasting class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Barbed Welcome, Go Home NOW!, Welcome to My Home|+1 level of existing divine spellcasting class

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |I See My Home, Protected Mind|+1 level of existing divine spellcasting class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |I Speak to Those Who Live with Me, Timeless Body|+1 level of existing divine spellcasting class

    11th|
    +8
    |
    +7
    |
    +3
    |
    +7
    |Improved Welcome, My Home is Large|+1 level of existing divine spellcasting class


    12th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Rebuilding My Home|+1 level of existing divine spellcasting class


    13th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Greater Timeless Body|+1 level of existing divine spellcasting class


    14th|
    +10
    |
    +9
    |
    +4
    |
    +9
    |Planar Arrest|+1 level of existing divine spellcasting class


    15th|
    +11
    |
    +9
    |
    +5
    |
    +9
    |All of You Go Home NOW!, My Body is Built to Last|+1 level of existing divine spellcasting class[/table]

    Weapon Proficiencies: An anchored guardian gains no armor, weapon, nor shield proficiencies.
    An anchored guardian is still bound by his druidic oaths in this regard and thus if he wears prohibited armor or carries a prohibited shield he is unable to cast druid spells (including those added to the list by this class) or use any of her supernatural or spell-like class abilities (from both druid and anchored guardian) while doing so and for 24 hours thereafter.

    Spells:
    When a new anchored guardian level is gained, the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain most other benefits a character of that class would have gained. This essentially means that he adds the level of anchored guardian to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one divine spellcasting class before he became a anchored guardian, he must decide to which class he adds each level of anchored guardian for the purpose of determining spells per day.
    Note that [Teleportation] and Shape-changing spells are removed from an Anchored guardian's spell list, and several other class abilities add, replace, or change the level of other spells.
    A brief list of the more common examples is provided in the following spoiler:
    Spoiler
    Show

    Removed include(but not limited to):
    Animal Growth, Animal Shapes, Baleful Polymorph, Blasphemy*, Dictum*, Giant Vermin, Holy Word*, True Reincarnate (Replaced with True Resurrection), Reduce Animal, Reincarnate (Replaced with Raise Dead), Transport Via Plants, Liveoak, Shapechange, Tree Shape, Tree Stride, Word of Chaos*, and Word of Recall.
    *Depending on alignment, and all of which have modifications to the mechanics of the spell(s), see Planar Arrest for further information.

    Added include(but not limited to):
    Banishment, Dimensional Anchor(as various SLA's only, with limitations), Dismissal, Raise Dead, and True Resurrection.

    Spells modified include (but not limited to):
    Diminish Plants, Plant Growth, Warp Wood, and Wood Shape.


    Animal Companion (Ex): Anchored Guardian levels stack with all other applicable levels for determining the abilities that an animal companion gains. If a character does not have an animal companion, they gain that class feature as a druid of their class level. If they later gain effective druid levels for the purposes of an animal companion, they still only get one, but the levels stack for determining the abilities of the animal companion.

    I am at Home in My Body(Su): You lose your Wild Shape ability (this, obviously, doesn't make you lose access to this class, but any other effect that would otherwise make you lose that ability does), and all spells that visibly transform a living being are removed from all your divine spell lists.
    This does NOT include Bull's Strength, the Cure X Wounds series, Magic Fang, Awaken and similar spells that merely give ability score modifications or other effects without making physical changes(including size modifications). As for Warp Wood, Wood Shape and similar spells, they simply stop working on living wood. The Enrichment and Stunt Growth effects of Plant Growth and Diminish Plants respectively are still available to you, but the Prune Growth and Overgrowth effects are not.
    Other examples of spells removed include: Animal Growth, Baleful Polymorph, Giant Vermin, and Reduce Animal. Changestaff is a special case, it is removed because the living treant would return to being an inanimate staff afterwards.
    You gain spell resistance equal to 10 + twice class level against any effect that would change your shape, size, or structure, this includes, but it not limited to: polymorph, petrification. You may not voluntarily drop this without losing your spellcasting and class abilities for both druid (or whichever divine-casting class(es) you used to qualify for this PrC) and anchored guardian for 24 hours (as if you had worn unacceptable armor or wielded an unacceptable weapon), except against the class features of this prestige class, but that is a free action. Note that this is simply a mystical consequence of the ritual, and is not actually a violation of any oath and generally has no social stigma attached to it by other anchored guardians.

    He also removes Reincarnate, and True Reincarnate (Masters of the Wild, page 96) from the druid spell list, and replaces them with Raise Dead, and True Resurrection respectively.

    I Know My Home (Su): While on the Prime Material Plane you always know your exact position to within 30 feet. This includes height above or below sea-level and the direction (within the 30 margin for error) to any place your have previously been.

    This is My Home(Su): You are the continuous beneficiary of a Dimensional anchor effect with a caster level equal to your ECL while on Prime Material Plane. This effect generates no glow, and can be dispelled, but not voluntarily dropped. If dispelled, it reasserts itself automatically (requiring no action) 2 rounds later on the Anchored Druid's turn, even if they are unconscious (in fact this occurs even on their corpse if should they be dead at any point). He may suppress this, but doing so negates your spellcasting and druid (or whichever divine-casting class(es) you used to qualify for this PrC) and anchored guardian class features for 24 hours as if you had worn unacceptable armor or wielded an unacceptable weapon. Note that this is simply a mystical consequence of the ritual, and is not actually a violation of any oath and generally has no social stigma attached to it by other anchored guardians. Also note that giving your fully-informed consent to an ally to attempt to dispel the effect for purposes of teleporting you is NOT the same thing as dropping the Dimensional Anchor effect.

    Traveling My Territory (Sp): At 1st level all divine spells with the [Teleportation] descriptor are removed from the anchored guardian's divine spell-casting lists.
    However, there are some compensations for this. An anchored guardian adds Spider Climb as a first level divine spell to all divine casting class's spell-lists. As a 10 minute ritual an anchored guardian who is on the Prime Material Plane may sacrifice at least 15 levels of spells per creature targeted (counting their animal companion as part of themselves) to cast a modified Wind Walk (even though that spell is removed from their spell list, and they do not have to have somehow prepared it). 0th level spells count as 1/2 a spell level for this purpose. This effect is modified in the following respects:
    • Speed is 10 per spell level sacrificed in the casting (INCLUDING the minimums for the number of targets).
    • Maneuverability is Clumsy instead of Perfect.
    • Can only revert once.
    • It shares some similarities with the Fly spell: Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for an number of rounds equal the caster level. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
    • In this form targets can fly while in a mediation equivalent to sleep, this allows basic navigation and obstacle avoidance, but they "wake up" if things get more complicated than that. Spot checks are at -5 in this state, and listen checks are at -10 (as are all other non-visual sensory checks, such as for Scent).

    The caster level for this effect is the anchored guardians full divine caster level.

    Going Home Sweet Home(Su): If ever not on the Prime Material plane can Plane Shift as a full-round action back to his last position on the Prime Material precisely, or to any other place with the normal range of error.

    Return Home My Friend (Sp): Starting at 2nd level, a number of times per day equal to the anchored druid's class level or wisdom modifier, whichever is higher, they may touch a willing or unconscious (such at turned to stone) target, and attempt opposed caster level checks to remove all transformative affects on them as per a targeted Greater Dispel Magic that uses your highest divine caster level as its caster level. This effect can remove multiple effects, and you can not selectively target effects, it rolls against them all. This can undo even instantaneous effects such as Stone to Flesh. Fortitude saves are never required to survive this process itself. You may use this power on yourself even if in a form where you could not touch yourself, or even in one that prevents even purely mental actions. In the second case (being prevented from making even purely mental actions, such as turned to stone or stunned) you must use it on your next action, or lose the opportunity until and unless you regain the ability to take at least purely mental actions.

    You can Stay Home(Sp): While on the Prime Material Plane you can cast Dimensional Anchor at will, but only on creatures without the [Extra-planar] subtype, and only on willing creatures. The duration of this effect is 10 minutes per caster level. Your caster level for this effect is equal to your highest divine caster level.

    Go Home! (Sp): An anchored guardian of at least 4th level may use Dismissal as a spell-like ability, once per hour. The caster level is equal to their highest divine caster level. They also add this spell to the spell list of one divine spell-casting class they have as a 5th level spell.
    At 5th level never sends the creature to a plain other than its home plane when using this ability (unless using Planar Arrest).
    At 6th level Dismissal only counts as a 4th level spell for them when preparing it.
    At 8th level they may use this spell-like ability at-will, instead of only once per hour.
    At 10th level this ability can by-pass Dimensional Anchor, Dimensional Lock and similar spells and effects provided they succeed on a caster level check as if attempting to dispel that effect with Dispel Magic Greater (but the caster level bonus is not capped). This does not dispel the effect.

    Should You Be Here? (Su): At 4th level an anchored guardian adds his class level to all sense motive checks that are opposed by outsiders.

    What is Your Home? (Su): At 4th level an anchored guardian sees the true form of polymorphed, changed, or transmuted things within 120 feet of them as per True Seeing. This does not confer the other effects of that spell.

    At Home in Every Room (Sp): At 5th level the druid gains a permanent Cloak of the Sea, and a supernatural burrow speed of 5 feet. These effects can be dispelled individually, but the anchored guardian can recreate one or more of them as a free action on their next turn.
    The burrow speed improves by 5 feet per class level after 5th.
    At 10th level you gain a second burrow speed, this one is only 5 feet, but functions through any material with a hardness of 9 or less.

    This is Not Your Home (Su): Unless your alignment is Evil, you treat all undead as if their home plane was the negative energy plane for purposes of your class abilities and spellcasting. This means you can Banish/Dismiss/Holy Word them to that plane, detect them as natives of that plane, etc.
    If your alignment is evil you can chose either the above ability, or you may instead treat deathless as if they were natives of the positive energy plane in the same way. Once made, this decision is permanent, just like the decision to channel positive or negative energy that a morally neutral cleric makes at first level.

    Venom Immunity (Ex): At 5th level, an anchored guardian gains immunity to all poisons.

    Walking the Rafters (Sp): At 6th level an anchored guardian adds Fly to all his divine spellcasting lists as a 3rd level spell.
    At 8th level he adds Overland Flight as a 6th level spell in the same way.
    At 10th level Fly, Mass (Tome and Blood, Complete Arcane p108) is added the same way. It is a 6th level spell.
    At 12th Overland Flight counts as a 5th level spell instead.

    Where is Your Home? (Su): At 7th level an anchored guardian automatically discerns the home plane of any creature they see within 60 feet. This narrowing of the field gives a +2 bonus to knowledge checks to identify creatures of races not native to the Prime Material Plane.

    At 11th level they can see ties of blood, loyalty, or acquired amalgamation, allowing them to discern the tie that an aasimar or tiefling has to his outsider ancestor's plane, the tie of any character with an aura as a class feature to the plane they most revere (the home-plane of the deity of a cleric etc), a gensi's blood-tie to the plane of his origin, etc. A creature "tainted", "infused" or "corrupted" by another plane shows up as being influenced by that plane. Note that this ability only reveals each plane that the character is associated with, not the reason(s) for that/those association(s). Thus, for example, discerning the difference between the victim of a seed of corruption and the seed of corruption herself would be impossible using only this ability.

    Go Home NOW! (Sp) An anchored guardian of at least 8th level may use Banishment as a spell-like ability, once per hour. The caster level is equal to their highest divine caster level. They also add this spell to the spell list of one divine spell-casting class they have as a 7th level spell.
    At 9th level this ability never sends the creature to a plane other than its home plane when using this ability (unless using Planar Arrest).
    At 10th level Banishment only counts as a 6th level spell for them when preparing it.
    At 12th level they may use this spell-like at-will, instead of only once per hour.
    Also at 12th level you may use the inhabitants of the prime material plane itself as focuses to grant yourself leverage to expel interlopers, if you use this Banishment spell-like ability as a full round action instead of a standard action, then as part of the casting, you can touch creatures (friendly or not) within your reach(including yourself) as if you had the whirl-wind attack feat, for each different type (not subtype!) that a creature you touch in this way that is native to the Prime Material Plane has you are considered to have used one addition item hateful to your target. These touch attacks can not also be used to deliver any actual effects on the targets touched, but do not provoke attacks of opportunity. The casting itself provokes attacks of opportunity as normal (IE can be cast on the defensive to avoid them, etc etc). For these purposes a living plant even a single blade of grass growing out of a miniature pot, counts as a creature with the Plant type. More obviously, note such things as that a beetle has the vermin type, and a mouse is an Animal.

    Barbed Welcome (Sp): At 8th level, once per day per 3 anchored guardian levels, an anchored guardian can forcefully impress the nature of the material plane on minds that are used to much stranger environments. They may target an Outsider within 100 feet of them. Unless that Outsider is native to a plane that has an at least one physical trait (gravity, time, shape and size, or morphic traits) that that plane does not hold in common with either the material plane, or at least one of the four main elemental planes then the effect is wasted. Otherwise, divide the anchored guardian's divine caster level by the number of mental ability scores that the target has that are capable of taking ability drain. The target takes that much drain to each of its mental ability scores. This amount is halved if the target succeeds on a will save with a DC of (10 + 1/2 divine caster level + wisdom modifier). If the creature is immune to ability drain to all of its mental ability scores then instead apply the same procedure to its physical ability scores. If the target is immune to all ability score drain then it is instead targeted by a Banishment effect at the anchored guardian's divine caster level. This Banishment effect is treated as if the anchored guardian had presented a number of objects distasteful to the target equal to half his anchored guardian level.

    Welcome to My Home (Sp): Received at 8th level this ability works as per You can Stay Home except that willing [Extraplanar] creatures may be targeted. A number of times per week equal to the anchored guardian's charisma modifier (minimum 1) when using this ability on a creature with the [Extra-planar] they may make the duration 1 day per caster level instead of 10 minutes per caster level.

    If used on an undead or deathless that only counts as [Extraplanar] because of This is Not Your Home, then this ability instead grants them +4 turn resistance that stacks with naturally occurring turn resistance. The durations are the same. and it can be dispelled or suppressed as if it were a 4th level divine spell.

    I See My Home (Su and Sp): At 9th level an anchored guardian gains Tremor Sense with a range of 10 feet as long as they are on the Prime Material Plane and may use Commune with Nature at-will as a spell-like ability.

    Protected Mind (Ex): An anchored guardian stands in the gateway. Some of the things out side the walls are not pretty, but the minds of the more skilled of them are entirely equal to the task. As of 9th level they cannot be driven mad by any means, up to and including looking upon beings of divine rank from the Far Realms or extended travel in those areas. They are also immune to mental ability score damage or drain that is based on maddening, but not that from disease or most spells.

    I Speak to Those Who Live with Me (Ex): Speak With Anything (Masters of the Wild p. 94) counts as an 7th level Spell, rather than a 8th level spell for you to prepare. In addition you may use it as a Spell-like ability once per day.

    At 13th level you instead may use your Speak with Anything ability at-will.

    Timeless Body (Ex):After attaining 10th level, an anchored guardian no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

    Bonuses still accrue, and the anchored guardian still dies of old age when her time is up.

    Improved Welcome (Sp): At 11th level any Outsider (or Undead or Deathless if those apply) under the effect of the anchored guardian's Welcome to my Home ability also gains the effects of a tongues spell for the same duration. However this effect only grants speech and understanding of languages the anchored guardian spoke (without the aid of magic etc, but specifically including those learned via My Home Is Large).
    At 13th level when using this ability on a willing target, an anchored guardian may elect to have any number of languages that this ability would translate instead become learned by the target, just as if the target had spent the necessary skill points on Speak Language. This costs both the anchored guardian and the target 100 XP's per language so taught.

    All of You Go Home! (Sp): At 12th level an Anchored Guardian gains increased effectiveness against planar invaders. At-will they may target as many creatures as they like that are within 100 feet of them with a Dismissal effect, just as if they had cast that spell on them.

    All of You Go Home NOW! (Sp): At 15th level All of You Go Home! now functions as multiple single-target Banishments instead of Dismissals.

    My Home is Large (Ex): At level 11 all of an anchored guardian's advantages that are limited to the Prime Material Plane now apply equally on/to the four main elemental planes, and traveling to or from those planes does not cause loss of class abilities or spellcasting. Note that this means that they may use Going Home Sweat Home to travel between those 5 planes freely. They also learn one of the following languages at this level, and at each level there-after: Auran, Aquan, Common, Ingan, Terran. If at any point they could learn a language via this ability, but already know them all, they instead learn one of the following: Abyssal, Celestial, Infernal.

    Rebuilding My Home (Sp): At 12th level, once per day, an anchored guardian may perform a ritual that returns any area with altered planar traits that is found on any plane that the anchored guardian is considered native to its original planar traits, removing the effect. In the case of ongoing causes (such as the movements of the planes in the Ebberron campaign setting) this effect lasts for one day per anchored guardian level, otherwise it is considered an instantaneous effect. This ritual affects one 5 foot cube per anchored guardian level, requires one hour to perform, and requires the anchored guardian to remain with part of his body in an unaffected area, and part in the effected area for that duration. Using this ability costs 5 XPs per 5 foot cube effected. This ability may also be used as a standard action to automatically dispel any non-permanent Gate or similar effect, or to suppress a permanent one for 10 minutes per anchored guardian class level. If this is instead done as a 2 minute ritual the duration is 1 day per anchored guardian level. In both of the later two cases there is no XP cost, but the anchored guardian must be part in and part out of each of the two planes. He is harmlessly ejected (without moving in the normal 3 dimensions) to the plain that he is Native to (his choice if considered native to both).
    At 15th level this ability may be used twice per day. This straddling of dimensions does not cause him to lose any class abilities or spellcasting since he never fully enters the other dimension.

    Greater Timeless Body (Ex): Starting at 13th level, and at each level there-after an anchored guardian regains 2 points to each ability score that were lost to aging. This can not increase any ability score above what it would be if the anchored guardian had never taken any ability penalties for aging. As with Timeless Body, bonuses still accrue, and the anchored guardian still dies of old age when her time is up.

    Planar Arrest (Sp): At 14th level an anchored guardian gains two benefits:
    FIRSTLY, he adds one or more spells to his divine casting spell list(s) as an 8th level spell. Which spell depends on the druid's alignment, but all but the true neutral one have some modifications in common and others that vary between them (but are thematically similar). This means that the spells added carry extra effects for anyone but a true neutral caster. The changes are as follows:
    Neutral Good: Holy Word except that on any creature banished by it the Blindness and Deafness effects are permanent (if they occur at all).
    Lawful Neutral: Dictum except that on any creature banished by it the Deafness and Slow effect are permanent (if they occur at all).
    Chaotic Neutral: Word of Chaos except that on any creature banished by it (if they occur at all) the stunning effect lasts 10 minutes per caster level and the Deafening effect is permanent.
    Neutral Evil: Blasphemy except that on any creature banished by it (if they occur at all) the Daze effect lasts 1 hour per caster level and the Weakening effect is permanent.
    Neutral: Blasphemy, Deafening, Holy Word, and Word of Chaos (as separate spells) except that creatures of true neutral alignment who are native to the plane where it is cast are also immune to them, as well as the druid himself (regardless of where it is cast).

    Modifications: Unless the druid is true neutral in alignment, instead of banishing creatures to their home plane, the spell instead banishes them to the plane that the druid himself would go to when he died.

    SECONDLY, when using any of the Banishment or Dismissal based spell-like abilities granted by this class, the anchored guardian may chose to reduce the save DC and the effective caster level by 5 each to instead send the creatures removed by it to the plane he himself would go to when he died, daze them for 2d6 rounds, and alert all creatures with intelligence of 3 or more within 1 mile to the arriving creature(s) alignment, and strength (mechanically this is their CR, but the idea is communicated in different conceptual terms of course), and direction and distance to point of arrival. The druid may elect to group the creatures so removed in groups as small as one, or as great as all the creatures removed by that use of the ability. Such groups arrive in the same location, but the location of each group within the target plane is still determined randomly.

    My Body is Built to Last (Ex): At 15th level an anchored guardian becomes immune to ability damage and ability drain. If they did not previously have it they gain the Endurance feat, if they previously had that feat they also become immune to fatigue.

    Ex-Anchored Guardians:
    An anchored guardian who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid and anchored guardian abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid or anchored guardian until she atones (see the atonement spell description).


    PLAYING AN ANCHORED GUARDIAN
    Combat: Unless you are fighting Outsiders your class abilities are going to be almost entirely defensive in nature, so focus on your spells for offense (or possibly buff yourself for physical combat). Against extra-planar creatures, blast away with your spell-like abilities (if any) to send them packing.
    Advancement: Having given up your Wild-Shape ability, you are advised to focus strongly either on spellcasting or weapon-based combat. Taking other prestige classes is often a poor choice because you have a sizable investment in this one, and you might as well keep reaping the rewards of it.
    Resources: Other anchored guardians are likely to be willing to share information about extra-planar influences with you, provided your alignments do not conflict. Of course, due to the geographically diffuse nature of your shared interests, finding in a hurry may not always be possible. Clerics, and others with interests in inter-planar goings on may also be willing or even actively interested in working with you.

    ANCHORED GUARDIANS IN THE WORLD
    "I found him looking out over the crowd. He had helped me pull some trash that walked on two legs off an old lady the day before, and done so quickly and well. Used a bit of magic, but I didn't know what sort at the time. I figured from the way he disappeared afterward that he didn't want any coin nor thanks. On the other hand it seemed to me that someone that good in a fight might make enemies, and end up needing a better weapon than a staff. I offered him a fine sword, and to train him in its use if he was willing. He said he had forsworn the use of most weapons in devotion to nature. I felt a fool, but I can't be expected to keep up with all the tricks of magic. I asked him what a druid was doing hanging out in a crowded market place. He said only 'Watching for invasive species among the crowds.'." - Seark, Senior Expert Guardsman


    Daily Life: Some of them have daily lives no different from any other druid, except that their tie more to a physical reality, and not so much to nature means that they are more likely to be found in urban areas. Others are employed as super-border guards, guarding the local planar boundaries, rather the physical ones.
    Notables: Hedzgog Marshek (Druid 5/Anchored Guardian 10) is a true neutral human who attempts to maintain the balances between law and chaos, and between good and evil, by removing influences from the whichever outer planes are associated with the alignments he discerns are currently most in danger of becoming dominant.
    Nabrook Tilizook (Druid 5/Anchored Guardian 3/Crusader 6) is a neutral evil gnome who seeks to "hold the line" against Angels and other creatures from the celestial realms, so that others may one day assault the Heaven's themselves (or so he dreams...).
    (for slightly silly campaigns) Bob Full-drake (Druid 5/Anchored Guardian 12) is a half-beige dragon who attempts to evict as many outside influences from the material plane. He never summons fey or elementals, finding them to be too odd for him to bear associating with.

    NPC Reaction
    Most common folk can't tell the difference between anchored guardians and any other druid and wouldn't care about the difference if they did (except maybe to be less suspicious of being spied on in animal form). Clerics, Crusaders, Paladins, and others with interest in inter-planar affairs will be more likely to know about them, and more likely to care.

    ANCHORED GUARDIANS IN THE GAME
    An anchored guardians in a party slows it at higher levels, because they must either fly, use Dispel Magic(, Greater) until they get a favorable roll prior to teleporting, or take a break after using teleportation magic. This can make for more strategic play, since obvious solutions to many problems may require re-thinking. They also have a large power level difference depending on the creatures encountered in the campaign, much like a ranger with a strong focus on a single favored enemy, but even more-so.
    Adaptation: Anchored guardians in Ebberon are likely to be members of the Gatekeepers. In other settings they might be limited to a certain alignment, and be focused almost entirely on keeping creatures of opposed (or, in the case of a True Neutral group, extreme) alignments out of their planes.
    One option is to allow anchored guardians native to other planes to replace the prime material plane with their home plane, and the elemental planes (for the purposes of My Home is Large) with planes that share most traits (especially alignment traits) with their home plane.
    For a more "witch-hunter" and/or "pogrom" feel say that their powers are fully effective against creatures with extra-planar heritage, and the ones that would send them to their native plane instead send them to the plane of their non-material-plane parent.
    Encounters: Anchored guardians might be involved with an extra-planar ally of the party, either providing them with Dimensional Anchors or seeking to expel them back to their home plane.
    Alternatively, a lower level anchored guardian might have discovered the actions of a Seed of Corruption, and be too low on spells to use his Travel My Territory ability. He knows a powerful group of druids who he believes can defeat the seed, but needs the PCs help in evading the cultists (the seed of corruption him/herself does not wish to become directly involved) until he can regain his spells, he writes the PCs a letter to deliver if he should fall, and gives them directions on how to find the correct people to deliver it to. For higher level adventurers, simply replace the druids with angels or devils who are off-plane, and whose exact location he is uncertain of (and who all use Mind Blank every day as a matter of basic prudence).

    Sample Encounter
    EL 13: Birnok Crunter is an inter-planar customs agent of sorts. She is legally empowered by the government of the area she dwells in to seek out interplanar visitors and verify that they are not violating the laws of the land, deporting them back to their home plane or arresting them as the individual case warrants. His riding dog, Morky, is well used to tracking extra-planar creatures. Birnok prefers to keep Morky out of combat if possible, but also has a selection of spells to cast on him should it become necessary to prepare him for such.

    Since I am running low on time, character sheet is at the following location instead of being listed here in a simplified version.: http://www.thetangledweb.net/forums/....php?cid=35574

    Spoiler
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    Birnok Crunter
    Lawful Neutral/Female/Half-Orc/Druid 5/Anchored Guardian 8
    Init +0, Senses: Listen +, Spot +,
    Languages Common, Orcish, Celestial, Infernal, Auran, Ignan
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    AC , touch , flat-footed ()
    hp (13d8 HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed 20'(4 squares, 30' base), Burrow 15' (20' base)
    Melee
    Base Atk +11, Grp +12
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 10(12), Dex 13(17), Con 10, Int 10, Wis 16(22), Cha 14(18)
    SQ
    Feats
    Skills
    Possessions
    Last edited by DracoDei; 2010-03-16 at 12:05 AM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.